using System;
using System.Collections.Generic;
using ns26;
using ns27;
using Triton.Game.Mono;

namespace Triton.Game.Mapping
{
	[Attribute38("HighlightState")]
	public class HighlightState : MonoBehaviour
	{
		public string HIGHLIGHT_SHADER_NAME => method_4("HIGHLIGHT_SHADER_NAME");

		public static string FSM_BIRTH_STATE => MonoClass.smethod_8(TritonHs.MainAssemblyPath, "", "HighlightState", "FSM_BIRTH_STATE");

		public static string FSM_IDLE_STATE => MonoClass.smethod_8(TritonHs.MainAssemblyPath, "", "HighlightState", "FSM_IDLE_STATE");

		public static string FSM_DEATH_STATE => MonoClass.smethod_8(TritonHs.MainAssemblyPath, "", "HighlightState", "FSM_DEATH_STATE");

		public static string FSM_BIRTHTRANSITION_STATE => MonoClass.smethod_8(TritonHs.MainAssemblyPath, "", "HighlightState", "FSM_BIRTHTRANSITION_STATE");

		public static string FSM_IDLETRANSITION_STATE => MonoClass.smethod_8(TritonHs.MainAssemblyPath, "", "HighlightState", "FSM_IDLETRANSITION_STATE");

		public static string FSM_DEATHTRANSITION_STATE => MonoClass.smethod_8(TritonHs.MainAssemblyPath, "", "HighlightState", "FSM_DEATHTRANSITION_STATE");

		public GameObject m_RenderPlane => method_3<GameObject>("m_RenderPlane");

		public HighlightStateType m_highlightType => method_2<HighlightStateType>("m_highlightType");

		public Vector3 m_HistoryTranslation => method_2<Vector3>("m_HistoryTranslation");

		public int m_RenderQueue => method_2<int>("m_RenderQueue");

		public List<HighlightRenderState> m_HighlightStates => method_3<Class271<HighlightRenderState>>("m_HighlightStates")?.method_25();

		public ActorStateType m_debugState => method_2<ActorStateType>("m_debugState");

		public ActorStateType m_PreviousState => method_2<ActorStateType>("m_PreviousState");

		public ActorStateType m_CurrentState => method_2<ActorStateType>("m_CurrentState");

		public string m_sendEvent => method_4("m_sendEvent");

		public bool m_isDirty => method_2<bool>("m_isDirty");

		public bool m_forceRerender => method_2<bool>("m_forceRerender");

		public string m_BirthTransition => method_4("m_BirthTransition");

		public string m_SecondBirthTransition => method_4("m_SecondBirthTransition");

		public string m_IdleTransition => method_4("m_IdleTransition");

		public string m_DeathTransition => method_4("m_DeathTransition");

		public bool m_Hide => method_2<bool>("m_Hide");

		public bool m_VisibilityState => method_2<bool>("m_VisibilityState");

		public float m_seed => method_2<float>("m_seed");

		public Material m_Material => method_3<Material>("m_Material");

		public ActorStateType CurrentState => method_11<ActorStateType>("get_CurrentState", Array.Empty<object>());

		public HighlightState(IntPtr address, string className)
			: base(address, className)
		{
		}

		public HighlightState(IntPtr address)
			: this(address, "HighlightState")
		{
		}

		public void Awake()
		{
			method_8("Awake");
		}

		public void Update()
		{
			method_8("Update");
		}

		public void OnApplicationFocus(bool state)
		{
			method_8("OnApplicationFocus", state);
		}

		public void OnDestroy()
		{
			method_8("OnDestroy");
		}

		public void LateUpdate()
		{
			method_8("LateUpdate");
		}

		public void Setup()
		{
			method_8("Setup");
		}

		public void Show()
		{
			method_8("Show");
		}

		public void Hide()
		{
			method_8("Hide");
		}

		public void SetDirty()
		{
			method_8("SetDirty");
		}

		public void ForceUpdate()
		{
			method_8("ForceUpdate");
		}

		public void ContinuousUpdate(float updateTime)
		{
			method_8("ContinuousUpdate", updateTime);
		}

		public bool IsReady()
		{
			return method_11<bool>("IsReady", Array.Empty<object>());
		}

		public bool ChangeState(ActorStateType stateType)
		{
			return method_11<bool>("ChangeState", new object[1] { stateType });
		}

		public void UpdateSilouette()
		{
			method_8("UpdateSilouette");
		}

		public bool RenderSilouette()
		{
			return method_11<bool>("RenderSilouette", Array.Empty<object>());
		}

		public void SendDataToPlaymaker()
		{
			method_8("SendDataToPlaymaker");
		}

		public void SendPlaymakerDeathEvent()
		{
			method_8("SendPlaymakerDeathEvent");
		}

		public void SendPlaymakerBirthEvent()
		{
			method_8("SendPlaymakerBirthEvent");
		}

		public void OnActionFinished()
		{
			method_8("OnActionFinished");
		}
	}
}
